10-22-2017, 11:56 AM
Arm of the Glass Sentinel
Requirements: Physical, Ranged, Remote Control, Area Shield
Cost: Moderate damage, Loss of arm, Charge up time 5 seconds in one hand, 30 second Universal Cooldown
Effective Range: Perfect up to 20m, Average up to 30m, poor up to 40m
1-Handed spell
One of the Glass Sentinel secret techniques, this spell partially turns Stein into a Glass Sentinel.
The greatest cost is the sacrifice of an arm, which is replaced by the arm of a Glass Sentinel. On top of the moderate damage this inflicts on Stein, the pain for thirty seconds after renders him incapable of using any other spell (Universal cooldown: 30 seconds.) It takes five seconds to charge up this spell, during the time the arm used to manifest this spell is being converted into glass, flesh crackling and chipping away. It shatters upon completion, leaving behind a pauldron on his shoulder, and a floating gauntlet connected by a translucent energy stream. If the energy stream is interrupted, the gauntlet falls to the ground. It will automatically reconnect, requiring three seconds for every ten meters it is away from Stein.
Reach (300) The gauntlet can then be used as if it were his normal hand with a range up to twenty meters, with no more focus than normal. After this range of perfect control, the difficulty increases and effective strength lowers till it ends roughly at 40 meters. If forced beyond this point, the gauntlet will automatically return to Stein unless outside elements render this action impossible.
Charge (300) It is possible to extend beyond the normal reach limits at greater strength, but doing so requires time to charge. Two seconds of charging adds ten meters to the effective "perfect" range, however this only allows the gauntlet to extend to this maximum range, preform a quick task (such as grab) and then retract. If the gauntlet grabs an object which cannot be moved, Stein is instead pulled towards the gauntlet.
The Arm of the Glass Sentinel is constantly repairing itself. If the gauntlet is shattered, it will reform after five seconds automatically. However, all other spells with a Manifest (charge) time have this time doubled while the Arm of the Glass Sentinel is active. Additionally, Augment spells can be applied to the Arm of the Glass Sentinel as normal, but only last a duration equal to double the Universal Cooldown they inflict.
The Arm of the Glass Sentinel is effectively a constantly maintained combination of the Hook Shield and the Comet Shield at a greater cost.
Requirements: Physical, Ranged, Remote Control, Area Shield
Cost: Moderate damage, Loss of arm, Charge up time 5 seconds in one hand, 30 second Universal Cooldown
Effective Range: Perfect up to 20m, Average up to 30m, poor up to 40m
1-Handed spell
One of the Glass Sentinel secret techniques, this spell partially turns Stein into a Glass Sentinel.
The greatest cost is the sacrifice of an arm, which is replaced by the arm of a Glass Sentinel. On top of the moderate damage this inflicts on Stein, the pain for thirty seconds after renders him incapable of using any other spell (Universal cooldown: 30 seconds.) It takes five seconds to charge up this spell, during the time the arm used to manifest this spell is being converted into glass, flesh crackling and chipping away. It shatters upon completion, leaving behind a pauldron on his shoulder, and a floating gauntlet connected by a translucent energy stream. If the energy stream is interrupted, the gauntlet falls to the ground. It will automatically reconnect, requiring three seconds for every ten meters it is away from Stein.
Reach (300) The gauntlet can then be used as if it were his normal hand with a range up to twenty meters, with no more focus than normal. After this range of perfect control, the difficulty increases and effective strength lowers till it ends roughly at 40 meters. If forced beyond this point, the gauntlet will automatically return to Stein unless outside elements render this action impossible.
Charge (300) It is possible to extend beyond the normal reach limits at greater strength, but doing so requires time to charge. Two seconds of charging adds ten meters to the effective "perfect" range, however this only allows the gauntlet to extend to this maximum range, preform a quick task (such as grab) and then retract. If the gauntlet grabs an object which cannot be moved, Stein is instead pulled towards the gauntlet.
The Arm of the Glass Sentinel is constantly repairing itself. If the gauntlet is shattered, it will reform after five seconds automatically. However, all other spells with a Manifest (charge) time have this time doubled while the Arm of the Glass Sentinel is active. Additionally, Augment spells can be applied to the Arm of the Glass Sentinel as normal, but only last a duration equal to double the Universal Cooldown they inflict.
The Arm of the Glass Sentinel is effectively a constantly maintained combination of the Hook Shield and the Comet Shield at a greater cost.
